Darkfall

Odin

Carbon Dated and Proud
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Kaczor posted about a new Fallout Tactics mod in the works, it's from the makers of Awaken. This time around they are calling it Darkfall - this time it'll be more tactics than quest-style game, here's what DargH had to say about it:<blockquote>Firstly I wanted to do action based on wartime, but poor soldier in rain of nuclear bombs will not have much to do, so I moved action time to 20-30 years after war. The world is still heavily contaminated. We start our campaign as mercenary. Our first job is to guard caravan, which gather remains of old world from wastelands. There is only one city, which survive the war - Forsayth. Peoples live there as they can, mainly in feudal way - as farmers and craftsmans.
As for the game, in general we start classical. Handful quests based on this city. Game will be divided on episodes and chapters and will be more tactical (but it doesn't mean, that it will be dumb hack n' slash). Yes, ladies and gentleman, from long time I wanted to do something tactical (it is Tactics after all and beside "Millennium" and "RealFT" there is nothing for FT smash up). It doesn't mean automatically that Darkfall will be as simple as Fallout: Tactics, but don't expect Awaken of it (I don't have much free time, as I have when working on Awaken - it took me about 1000 hours from my life + time of rest team members). Quests will be divorced and I'll try to mix Fallout and elements from Rainbow Six, Ghost Recon, Delta Force or Operation Flashpoint. I'll add to it small quests in Jagged Alliance 2 style. I want to create quests, which will make use from all skills. To say shortly, I want to create my own vision of Fallout: Tactics.

As to gameplay, combat will be based on Awaken's engine (a bit improved). Location: somewhere in USA.
Guns and items of course from Fallouts + some of new, real toys. We have currently about 60 small guns, 8 big guns, 6 energy, 15 melee, few unarmed, 7 throwing and few explosives.

I added, after hard work, sound improvement. Namely, every weapon will have different shot sound + burst will sound depending on amount of fired ammo.

We finished about 15% of the game. I just debugged firs episode (the most susceptible for bugs, because it's in Awaken, cRPG style) and I set about doing tactical missions.

I thought up that, it will be two endings and in fourth episode our PC will have opportunity to turn to good or evil path.</blockquote>Alrighty then...
Link: Discussion at Shamo Forum (only in polish).
 
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